A No-Frills Introduction to Lua 5.1 VM Instructions

Transcription

1 A No-Frills Introduction to Lua 5.1 VM Instructions Version 0.1, by Kein-Hong Man, esq. <khman AT users.sf.net> Contents 1 Introduction 2 2 Lua Instruction Basics 3 3 Really Simple Chunks 5 4 Lua Binary Chunks 7 5 Instruction Notation 15 6 Loading Constants 16 7 Upvalues and Globals 20 8 Table Instructions 22 9 Arithmetic and String Instructions Jumps and Calls Relational and Logic Instructions Loop Instructions Table Creation Closures and Closing Comparing Lua and Lua Digging Deeper Acknowledgements ChangeLog & ToDos 57 A No-Frills Introduction to Lua 5.1 VM Instructions is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License 2.0. You are free to copy, distribute and display the work, and make derivative works as long as you give the original author credit, you do not use this work for commercial purposes, and if you alter, transform, or build upon this work, you distribute the resulting work only under a license identical to this one. See the following URLs for more information: -1-

2 1 Introduction This is a no-frills introduction to the instruction set of the Lua 5.1 virtual machine. Compared to Perl or Python, the compactness of Lua makes it relatively easier for someone to peek under the hood and understand its internals. I think that one cannot completely grok a scripting language, or any complex system for that matter, without slitting the animal open and examining the entrails, organs and other yucky stuff that isn t normally seen. So this document is supposed to help with the peek under the hood bit. This introductory guide covers Lua 5.1 only. Please see the older document for the guide to Lua virtual machine instructions. This is intentional; the internals of Lua is not fixed or standardized in any way, so users must not expect compatibility from one version of Lua to another as far as internals are concerned. Output from ChunkSpy (URL: a Lua 5 binary chunk disassembler which I wrote while studying Lua internals, was used to generate the examples shown in this document. The brief disassembly mode of ChunkSpy is very similar to the output of the listing mode of luac, so you do not need to learn a new listing syntax. ChunkSpy can be downloaded from LuaForge (URL: it is licensed under the same type of MIT-style license as Lua 5 itself. ChunkSpy has an interactive mode: you can enter a source chunk and get an immediate disassembly. This allows you to use this document as a tutorial by entering the examples into ChunkSpy and seeing the results yourself. The interactive mode is also very useful when you are exploring the behaviour of the Lua code generator on many short code snippets. This is a quick introduction, so it isn t intended to be a comprehensive or expert treatment of the Lua virtual machine (from this point on, Lua refers to Lua 5 unless otherwise stated) or its instructions. It is intended to be a simple, easy-to-digest beginner s guide to the Lua virtual machine instruction set it won t do cartwheels or blow smoke rings. The objective of this introduction is to cover all the Lua virtual machine instructions and the structure of Lua 5 binary chunks with a minimum of fuss. Then, if you want more detail, you can use luac or ChunkSpy to study non-trivial chunks of code, or you can dive into the Lua source code itself for the real thing. This is currently a draft, and I am not a Lua internals expert. So feedback is welcome. If you find any errors, or if you have anything to contribute please send me an (to khman AT users.sf.net or mkh AT pl.jaring.my) so that I can correct it. Thanks. -2-

3 2 Lua Instruction Basics The Lua virtual machine instruction set we will look at is a particular implementation of the Lua language. It is by no means the only way to skin the chicken. The instruction set just happens to be the way the authors of Lua chose to implement version 5 of Lua. The following sections are based on the instruction set used in Lua 5.1. The instruction set might change in the future do not expect it to be set in stone. This is because the implementation details of virtual machines are not a concern to most users of scripting languages. For most applications, there is no need to specify how bytecode is generated or how the virtual machine runs, as long as the language works as advertised. So remember that there is no official specification of the Lua virtual machine instruction set, there is no need for one; the only official specification is of the Lua language. In the course of studying disassemblies of Lua binary chunks, you will notice that many generated instruction sequences aren t as perfect as you would like them to be. This is perfectly normal from an engineering standpoint. The canonical Lua implementation is not meant to be an optimizing bytecode compiler or a JIT compiler. Instead it is supposed to load, parse and run Lua source code efficiently. It is the totality of the implementation that counts. If you really need the performance, you are supposed to drop down into native C functions anyway. Lua instructions have a fixed size, using a 32 bit unsigned integer data type by default. In binary chunks, endianness is significant, but while in memory, an instruction can be portably decoded or encoded in C using the usual integer shift and mask operations. The details can be found in lopcodes.h, while the Instruction type definition is defined in llimits.h. There are three instruction types and 38 opcodes (numbered 0 through 37) are currently in use as of Lua 5.1. The instruction types are enumerated as iabc, iabx, iasbx, and may be visually represented as follows: iabc iabx iasbx B:9 C:9 A:8 Opcode:6 Bx:18 sbx:18 A:8 A:8 Opcode:6 Opcode:6 Lua 5 Instruction Formats Instruction fields are encoded as simple unsigned integer values, except for sbx. Field sbx can represent negative numbers, but it doesn t use 2s complement. Instead, it has a bias equal to half the maximum integer that can be represented by its unsigned counterpart, Bx. For a field size of 18 bits, Bx can hold a maximum unsigned integer value of , and so the bias is (calculated as >> 1). A value of -1 will be encoded as ( ) or or 1FFFE in hexadecimal. Fields A, B and C usually refers to register numbers (I ll use the term register because of its similarity to processor registers). Although field A is the target operand in arithmetic operations, this rule isn t always true for other instructions. A register is really an index into the current stack frame, register 0 being the bottom-of-stack position. -3-

4 Unlike the Lua C API, negative indices (counting from the top of stack) are not supported. For some instructions, where the top of stack may be required, it is encoded as a special operand value, usually 0. Local variables are equivalent to certain registers in the current stack frame, while dedicated opcodes allow read/write of globals and upvalues. For some instructions, a value in fields B or C may be a register or an encoding of the number of a constant in the constant pool. This will be described further in the section on instruction notation. By default, Lua has a maximum stack frame size of 250. This is encoded as MAXSTACK in llimits.h. The maximum stack frame size in turn limits the maximum number of locals per function, which is set at 200, encoded as LUAI_MAXVARS in luaconf.h. Other limits found in the same file include the maximum number of upvalues per function (60), encoded as LUAI_MAXUPVALUES, call depths, the minimum C stack size, etc. Also, with an sbx field of 18 bits, jumps and control structures cannot exceed a jump distance of about A summary of the Lua 5.1 virtual machine instruction set is as follows: Opcode Name Description 0 MOVE Copy a value between registers 1 LOADK Load a constant into a register 2 LOADBOOL Load a boolean into a register 3 LOADNIL Load nil values into a range of registers 4 GETUPVAL Read an upvalue into a register 5 GETGLOBAL Read a global variable into a register 6 GETTABLE Read a table element into a register 7 SETGLOBAL Write a register value into a global variable 8 SETUPVAL Write a register value into an upvalue 9 SETTABLE Write a register value into a table element 10 NEWTABLE Create a new table 11 SELF Prepare an object method for calling 12 ADD Addition operator 13 SUB Subtraction operator 14 MUL Multiplication operator 15 DIV Division operator 16 MOD Modulus (remainder) operator 17 POW Exponentiation operator 18 UNM Unary minus operator 19 NOT Logical NOT operator 20 LEN Length operator 21 CONCAT Concatenate a range of registers 22 JMP Unconditional jump 23 EQ Equality test 24 LT Less than test 25 LE Less than or equal to test 26 TEST Boolean test, with conditional jump 27 TESTSET Boolean test, with conditional jump and assignment 28 CALL Call a closure 29 TAILCALL Perform a tail call 30 RETURN Return from function call 31 FORLOOP Iterate a numeric for loop 32 FORPREP Initialization for a numeric for loop 33 TFORLOOP Iterate a generic for loop 34 SETLIST Set a range of array elements for a table 35 CLOSE Close a range of locals being used as upvalues 36 CLOSURE Create a closure of a function prototype 37 VARARG Assign vararg function arguments to registers -4-

5 3 Really Simple Chunks Before heading into binary chunk and virtual machine instruction details, this section will demonstrate briefly how ChunkSpy can be used to explore Lua 5 code generation. All the examples in this document were produced using the Lua 5.1 version of ChunkSpy found in the ChunkSpy distribution. First, start ChunkSpy in interactive mode (user input is set in bold): $ lua ChunkSpy.lua --interact ChunkSpy: A Lua 5.1 binary chunk disassembler Version ( ) Copyright (c) Kein-Hong Man The COPYRIGHT file describes the conditions under which this software may be distributed (basically a Lua 5-style license.) Type 'exit' or 'quit' to end the interactive session. 'help' displays this message. ChunkSpy will attempt to turn anything else into a binary chunk and process it into an assembly-style listing. A '\' can be used as a line continuation symbol; this allows multiple lines to be strung together. > We ll start with the shortest possible binary chunk that can be generated: >do end ; source chunk: (interactive mode) ; x86 standard (32-bit, little endian, doubles) [1] return 0 1 ChunkSpy will treat your keyboard input as a small chunk of Lua source code. The library function string.dump() is first used to generate a binary chunk string, then ChunkSpy will disassemble that string and give you a brief assembly language-style output listing. Some features of the listing: Comment lines are prefixed by a semicolon. The header portion of the binary chunk is not displayed with the brief style. Data or header information that isn t an instruction is shown as an assembler directive with a dot prefix. luac-style comments are generated for some instructions, and the instruction location is in square brackets. A do end generates a single RETURN instruction and does nothing else. There are no parameters, locals, upvalues or globals. For the rest of the disassembly listings shown in this document, we will omit some common header comments and show only the function disassembly part. Instructions will be referenced by its marked position, e.g. line [1]. Here is another very short chunk: >return [1] return 0 1 [2] return

6 A RETURN instruction is generated for every return in the source. The first RETURN (line [1]) is generated by the return keyword, while the second RETURN (line [2]) is always added by the code generator. This isn t a problem, because the second RETURN never gets executed anyway, and only 4 bytes is wasted. Perfect generation of RETURN instructions requires basic block analysis, and it is not done because there is no performance penalty for an extra RETURN during execution, only a negligible memory penalty. Notice in these examples, the minimum stack size is 2, even when the stack isn t used. The next snippet assigns a constant value of 6 to the global variable a: >a=6.const "a" ; 0.const 6 ; 1 [1] loadk 0 1 ; 6 [2] setglobal 0 0 ; a [3] return 0 1 All string and number constants are pooled on a per-function basis, and instructions refer to them using an index value which starts from 0. Global variable names need a constant string as well, because globals are maintained as a table. Line [1] loads the value 6 (with an index to the constant pool of 1) into register 0, then line [2] sets the global table with the constant a (constant index 0) as the key and register 0 (holding the number 6) as the value. If we write the variable as a local, we get: >local a="hello".const "hello" ; 0 [1] loadk 0 0 ; "hello" [2] return 0 1 Local variables reside in the stack, and they occupy a stack (or register) location for the duration of their existence. The scope of a local variable is specified by a starting program counter location and an ending program counter location; this is not shown in a brief disassembly listing. The local table in the function tells the user that register 0 is variable a. This information doesn t matter to the VM, because it needs to know register numbers only register allocation was supposed to have been properly done by the code generator. So LOADK in line [1] loads constant 0 (the string hello ) into register 0, which is the local variable a. A stripped binary chunk will not have local variable names for debugging. Some examples in the following sections have been further annotated with additional comments in parentheses. Please note that ChunkSpy will not generate such comments, nor will it indent functions that are at different nesting levels. Next we will take a look at the structure of Lua 5.1 binary chunks. -6-

7 4 Lua Binary Chunks Lua can dump functions as binary chunks, which can then be written to a file, loaded and run. Binary chunks behave exactly like the source code from which they were compiled. A binary chunk consist of two parts: a header block and a top-level function. The header portion contains 12 elements: Header block of a Lua 5 binary chunk Default values shown are for a 32-bit little-endian platform with IEEE 754 doubles as the number format. The header size is always 12 bytes. 4 bytes Header signature: ESC, Lua or 0x1B4C7561 Binary chunk is recognized by checking for this signature 1 byte Version number, 0x51 (81 decimal) for Lua 5.1 High hex digit is major version number Low hex digit is minor version number 1 byte Format version, 0=official version 1 byte Endianness flag (default 1) 0=big endian, 1=little endian 1 byte Size of int (in bytes) (default 4) 1 byte Size of size_t (in bytes) (default 4) 1 byte Size of Instruction (in bytes) (default 4) 1 byte Size of lua_number (in bytes) (default 8) 1 byte Integral flag (default 0) 0=floating-point, 1=integral number type On an x86 platform, the default header bytes will be (in hex): 1B4C A Lua 5.1 binary chunk header is always 12 bytes in size. Since the characteristics of a Lua virtual machine is hard-coded, the Lua undump code checks all 12 of the header bytes to determine whether the binary chunk is fit for consumption or not. All 12 header bytes of the binary chunk must exactly match the header bytes of the platform, otherwise Lua 5.1 will refuse to load the chunk. The header is also not affected by endianness; the same code can be used to load the main header of little-endian or big-endian binary chunks. The data type of lua_number is determined by the size of lua_number byte and the integral flag together. In theory, a Lua binary chunk is portable; in real life, there is no need for the undump code to support such a feature. If you need undump to load all kinds of binary chunks, you are probably doing something wrong. If however you somehow need this feature, you can try ChunkSpy s rewrite option, which allows you to convert a binary chunk from one profile to another. Anyway, most of the time there is little need to seriously scrutinize the header, because since Lua source code is usually available, a chunk can be readily compiled into the native binary chunk format. -7-

8 The header block is followed immediately by the top-level function or chunk: Function block of a Lua 5 binary chunk Holds all the relevant data for a function. There is one top-level function. String source name Integer line defined Integer last line defined 1 byte number of upvalues 1 byte number of parameters 1 byte is_vararg flag (see explanation further below) 1=VARARG_HASARG 2=VARARG_ISVARARG 4=VARARG_NEEDSARG 1 byte maximum stack size (number of registers used) List List List List List List list of instructions (code) list of constants list of function prototypes source line positions (optional debug data) list of locals (optional debug data) list of upvalues (optional debug data) A function block in a binary chunk defines the prototype of a function. To actually execute the function, Lua creates an instance (or closure) of the function first. A function in a binary chunk consist of a few header elements and a bunch of lists. Debug data can be stripped. A String is defined in this way: All strings are defined in the following format: Size_t Bytes String data size String data, includes a NUL (ASCII 0) at the end The string data size takes into consideration a NUL character at the end, so an empty string ( ) has 1 as the size_t value. A size_t of 0 means zero string data bytes; the string does not exist. This is often used by the source name field of a function. The source name is usually the name of the source file from which the binary chunk is compiled. It may also refer to a string. This source name is specified only in the top-level function; in other functions, this field consists only of a Size_t with the value 0. The line defined and last line defined are the line numbers where the function prototype starts and ends in the source file. For the main chunk, the values of both fields are 0. The next two fields, the number of upvalues and the number of parameters, are self-explanatory, as is the maximum stack size field. The is_vararg field is a bit more complicated, though. These are all byte-sized fields. -8-

9 The is_vararg flag comprise 3 bitfields. By default, Lua 5.1 defines the constant LUA_COMPAT_VARARG, allowing the table arg to be used in functions that are defined with a variable number of parameters (vararg functions.) The table arg itself is not counted in the number of parameters. For old style code that uses arg, is_vararg is 7. If the code within the vararg function uses... instead of arg, then is_vararg is 3 (the VARARG_NEEDSARG field is 0.) If compatibility is compiled out, then is_vararg is 2. To summarize, the flag VARARG_ISVARARG (2) is always set for vararg functions. If LUA_COMPAT_VARARG is defined, VARARG_HASARG (1) is also set. If... is not used within the function, then VARARG_NEEDSARG (4) is set. A normal function always has an is_vararg flag value of 0, while the main chunk always has an is_vararg flag value of 2. After the function header elements comes a number of lists that store the information that makes up the body of the function. Each list starts with an Integer as a list size count, followed by a number of list elements. Each list has its own element format. A list size of 0 has no list elements at all. In the following boxes, a data type in square brackets, e.g. [Integer] means that there are multiple numbers of the element, in this case an integer. The count is given by the list size. Names in parentheses are the ones given in the Lua sources; they are data structure fields. The first list is the instruction list, or the actual code to the function. This is the list of instructions that will actually be executed: Instruction list Holds list of instructions that will be executed. Integer [Instruction] size of code (sizecode) virtual machine instructions The format of the virtual machine instructions was given in the last chapter. A RETURN instruction is always generated by the code generator, so the size of the instruction list should be at least 1. Next is the list of constants: Constant list Holds list of constants referenced in the function (it s a constant pool.) Integer size of constant list (sizek) [ 1 byte type of constant (value in parentheses): 0=LUA_TNIL, 1=LUA_TBOOLEAN, 3=LUA_TNUMBER, 4=LUA_TSTRING Const the constant itself: this field does not exist if the constant type is 0; it is 0 or 1 for type 1; it is a Number for type 3, or a String for type 4. ] -9-

10 Number is the Lua number data type, normally an IEEE bit double. Integer, Size_t and Number are all endian-sensitive; Lua 5.1 will not load a chunk whose endianness is different from that of the platform. Their sizes and formats are of course specified in the binary chunk header. The data type of Number is determined by its size byte and the integral flag. Boolean values are encoded as either 0 or 1. The function prototype list comes after the constant list: Function prototype list Holds function prototypes defined within the function. Integer [Functions] size of function prototypes (sizep) function prototype data, or function blocks Function prototypes or function blocks have the exact same format as the top-level function or chunk. However, function prototypes that isn t the top-level function do not have the source name field defined. In this way, function prototypes at different lexical scoping levels are defined and nested. In a complex binary chunk, the nesting may be several levels deep. A closure will refer to a function by its number in the list. The lists following the list of prototypes are optional. They contain debug information and can be stripped to save space. First comes the source line position list: Source line position list Holds the source line number for each corresponding instruction in a function. This information is used by error handlers or debuggers. In a stripped binary, the size of this list is zero. The execution of a function does not depend on this list. Integer [Integer] size of source line position list (sizelineinfo) list index corresponds to instruction position; the integer value is the line number of the Lua source where the instruction was generated Next up is the local list. Each local variable entry has 3 fields, a string and two integers: Local list Holds list of local variable names and the program counter range in which the local variable is active. Integer [ String Integer Integer ] size of local list (sizelocvars) name of local variable (varname) start of local variable scope (startpc) end of local variable scope (endpc) -10-

11 The final list is the upvalue list: Upvalue list Holds list of upvalue names. Integer [String] size of upvalue list (sizeupvalues) name of upvalue All the lists are not shared or re-used: Locals, upvalues, constants and prototypes referenced in the code must be specified in the respective lists in the same function. In addition, locals, upvalues, constants and the function prototypes are indexed using numbers starting from 0. In disassembly listings, both the source line position list and the instruction list are indexed starting from 1. Note that the latter is by convention only; the indices does not matter to the virtual machine itself, since all jump-related instructions use only signed displacements. However, for debug information, the scope of local variables is encoded using absolute program counter positions, and these positions are based on a starting index of 1. This is also consistent with the output listing from luac. How does it all fit in? You can easily generate a detailed binary chunk disassembly using ChunkSpy. Enter the following short bit of code and name the file simple.lua: local a = 8 function b(c) d = a + c end Next, run ChunkSpy from the command line to generate the listing: $ lua ChunkSpy.lua --source simple.lua > simple.lst The following is a description of the generated listing (simple.lst), split into segments. Pos Hex Data Description or Code ** source chunk: simple.lua ** global header start ** B4C7561 header signature: "\27Lua" version (major:minor hex digits) format (0=official) endianness (1=little endian) size of int (bytes) size of size_t (bytes) size of Instruction (bytes) 000A B 00 size of number (bytes) integral (1=integral) * number type: double * x86 standard (32-bit, little endian, doubles) ** global header end ** This is an example of a binary chunk header. ChunkSpy calls this the global header to differentiate it from a function header. For binary chunks specific to a certain platform, it is easy to match the entire header at one go instead of testing each field. As described previously, the header is 12 bytes in size, and needs to be exactly compatible with the platform or else Lua 5.1 won t load the binary chunk. -11-

12 The global header is followed by the function header of the top-level function: 000C ** function [0] definition (level 1) ** start of function ** 000C 0B string size (11) D706C652E6C+ "simple.l" "ua\0" source name: simple.lua 001B line defined (0) 001F last line defined (0) nups (0) numparams (0) is_vararg (2) maxstacksize (2) A function s header is always variable in size, due to the source name string. The source name is only present in the top-level function. A top-level chunk does not have a line number on which it is defined, so both the line defined fields are 0. There are no upvalues or parameters. A top-level chunk can always take a variable number of parameters; is_vararg is always 2 for the top-level chunk. The stack size is set at the minimum of 2 for this very simple chunk. Next we come to the various lists, starting with the code listing of the main chunk: * code: sizecode (5) 002B [1] loadk 0 0 ; 8 002F [2] closure 1 0 ; 1 upvalues [3] move [4] setglobal 1 1 ; b 003B 1E [5] return 0 1 The first line of the source code compiles to a single instruction, line [1]. Local a is register 0 and the number 8 is constant 0. In line [2], an instance of function prototype 0 is created, and the closure is temporarily placed in register 1. The MOVE instruction in line [3] is actually used by the CLOSURE instruction to manage the upvalue a; it is not really executed. This will be explained in detail in Chapter 14. The closure is then placed into the global b in line [4]; b is constant 1 while the closure is in register 1. Line [5] returns control to the calling function. In this case, it exits the chunk. The list of constants follow the instructions: * constants: 003F sizek (2) const type const [0]: (8) 004C 04 const type 4 004D string size (2) "b\0" const [1]: "b" The top-level function requires two constants, the number 8 (which is used in the assignment on line 1) and the string b (which is used to refer to the global variable b on line 2.) This is followed by the function prototype list of the main chunk. On line 2 of the source, a function prototype was declared within the main chunk. This function is instantiated and the closure is assigned to global b. -12-

13 The function prototype list holds all the relevant information, a function block within a function block. ChunkSpy reports it as function prototype number 0, at level 2. Level 1 is the top-level function; there is only one level 1 function, but there may be more than one function prototype at other levels. * functions: sizep (1) 0057 ** function [0] definition (level 2) ** start of function ** string size (0) source name: (none) 005B line defined (2) 005F last line defined (2) nups (1) numparams (1) is_vararg (0) maxstacksize (2) * code: sizecode (4) 006B [1] getupval 1 0 ; a 006F 4C [2] add [3] setglobal 1 0 ; d E [4] return 0 1 Above is the first section of function b s prototype. It has no name string; it is defined on line 2 (both values point to line 2); there is one upvalue; there is one parameter, c; it is not a vararg function; and its maximum stack size is 2. Parameters are located from the bottom of the stack, so the single parameter c of the function is at register 0. The prototype has 4 instructions. Most Lua virtual machine instructions are easy to decipher, but some of them have details that are not immediately evident. This example however should be quite easy to understand. In line [1], 0 is the upvalue a and 1 is the target register, which is a temporary register. Line [2] is the addition operation, with register 1 holding the temporary result while register 0 is the function parameter c. In line [3], the global d (so named by constant 0) is set, and in the next line, control is returned to the caller. * constants: 007B sizek (1) 007F 04 const type string size (2) "d\0" const [0]: "d" * functions: sizep (0) The constant list for the function has one entry, the string d is used to look up the global variable of that name. This is followed by the source line position list: * lines: 008A sizelineinfo (4) [pc] (line) 008E [1] (2) [2] (2) [3] (2) 009A [4] (2) All four instructions that were generated came from line 2 of the source code. -13-

14 The last two lists of the function prototype are the local list and the upvalue list: * locals: 009E sizelocvars (1) 00A string size (2) 00A "c\0" local [0]: c 00A startpc (0) 00AC endpc (3) * upvalues: 00B sizeupvalues (1) 00B string size (2) 00B "a\0" upvalue [0]: a ** end of function ** There is one local variable, which is parameter c. For parameters, the startpc value is 0. Normal locals that are defined within a function have a startpc value of 1. There is also an upvalue, a, which refers to the local a in the parent (top) function. After the end of the function prototype data for function b, the chunk resumes with the debug information for the top-level chunk: * lines: 00BA sizelineinfo (5) [pc] (line) 00BE [1] (1) 00C [2] (2) 00C [3] (2) 00CA [4] (2) 00CE [5] (2) * locals: 00D sizelocvars (1) 00D string size (2) 00DA 6100 "a\0" local [0]: a 00DC startpc (1) 00E endpc (4) * upvalues: 00E sizeupvalues (0) ** end of function ** 00E8 ** end of chunk ** From the source line list, we can see that there are 5 instructions in the top-level function. The first instruction came from line 1 of the source, while the other 4 instructions came from line 2 of the source. The top-level function has one local variable, named a, active from program counter location 1 to location 4, and it refers to register 0. There are no upvalues, so the size of that table is 0. The binary chunk ends after the debug information of the main chunk is listed. Now that we ve seen a binary chunk in detail, we will proceed to look at each Lua 5.1 virtual machine instruction. -14-

15 5 Instruction Notation Before looking at some Lua virtual machine instructions, here is a little something about the notation used for describing instructions. Instruction descriptions are given as comments in the Lua source file lopcodes.h. The instruction descriptions are reproduced in the following chapters, with additional explanatory notes. Here are some basic symbols: R(A) Register A (specified in instruction field A) R(B) Register B (specified in instruction field B) R(C) Register C (specified in instruction field C) PC Program Counter Kst(n) Element n in the constant list Upvalue[n] Name of upvalue with index n Gbl[sym] Global variable indexed by symbol sym RK(B) Register B or a constant index RK(C) Register C or a constant index sbx Signed displacement (in field sbx) for all kinds of jumps The notation used to describe instructions is a little like pseudo-c. The operators used in the notation are largely C operators, while conditional statements use C-style evaluation. Booleans are evaluated C-style. Thus, the notation is a loose translation of the actual C code that implements an instruction. The operation of some instructions cannot be clearly described by one or two lines of notation. Hence, this guide will supplement symbolic notation with detailed descriptions of the operation of each instruction. Having described an instruction, examples will be given to show the instruction working in a short snippet of Lua code. Using ChunkSpy s interactive mode, you can try out the examples yourself and get instant feedback in the form of disassembled code. If you want a disassembled listing plus the byte values of data and instructions, you can use ChunkSpy to generate a normal, verbose, disassembly listing. The program counter of the virtual machine (PC) always points to the next instruction. This behaviour is standard for most microprocessors. The rule is that once an instruction is read in to be executed, the program counter is immediately updated. So, to skip a single instruction following the current instruction, add 1 (the displacement) to the PC. A displacement of -1 will theoretically cause a JMP instruction to jump back onto itself, causing an infinite loop. Luckily, the code generator is not supposed to be able to make up stuff like that. As previously explained, registers and local variables are roughly equivalent. Temporary results are always held in registers. Instruction fields B and C can point to a constant instead of a register for some instructions, this is when the field value has its MSB (most significant bit) set. For example, a field B value of 256 will point to the constant at index 0, if the field is 9 bits wide. For most instructions, field A is the target register. Disassembly listings preserve the A, B, C operand field order for consistency. -15-

16 6 Loading Constants Loads and moves are the starting point of pretty much all processor or virtual machine instruction sets, so we ll start with primitive loads and moves: MOVE A B R(A) := R(B) Copies the value of register R(B) into register R(A). If R(B) holds a table, function or userdata, then the reference to that object is copied. MOVE is often used for moving values into place for the next operation. The opcode for MOVE has a second purpose it is also used in creating closures, always appearing after the CLOSURE instruction; see CLOSURE for more information. The most straightforward use of MOVE is for assigning a local to another local: >local a,b = 10; b = a.local "b" ; 1.const 10 ; 0 [1] loadk 0 0 ; 10 [2] loadnil 1 1 [3] move 1 0 [4] return 0 1 Line [3] assigns (copies) the value in local a (register 0) to local b (register 1). You won t see MOVE instructions used in arithmetic expressions because they are not needed by arithmetic operators. All arithmetic operators are in 2- or 3-operand style: the entire local stack frame is already visible to operands R(A), R(B) and R(C) so there is no need for any extra MOVE instructions. Other places where you will see MOVE are: When moving parameters into place for a function call. When moving values into place for certain instructions where stack order is important, e.g. GETTABLE, SETTABLE and CONCAT. When copying return values into locals after a function call. After CLOSURE instructions (discussed in Chapter 14.) There are 3 fundamental instructions for loading constants into local variables. Other instructions, for reading and writing globals, upvalues and tables are discussed in the following chapters. The first constant loading instruction is LOADNIL: LOADNIL A B R(A) :=... := R(B) := nil Sets a range of registers from R(A) to R(B) to nil. If a single register is to be assigned to, then R(A) = R(B). When two or more consecutive locals need to be assigned nil values, only a single LOADNIL is needed. -16-

17 LOADNIL uses the operands A and B to mean a range of register locations. The example for MOVE in the last page shows LOADNIL used to set a single register to nil. >local a,b,c,d,e = nil,nil,0 ; 0 upvalues, 0 params, 5 stacks.function local "b" ; 1.local "c" ; 2.local "d" ; 3.local "e" ; 4.const 0 ; 0 [1] loadk 2 0 ; 0 [2] loadnil 3 4 [3] return 0 1 Line [2] nils locals d and e. A LOADNIL instruction is not needed for locals a and b because the instruction has been optimized away. Local c is explicitly initialized with the value 0. The LOADNIL for locals a and b can be optimized away as the Lua virtual machine always sets all locals to nil prior to executing a function. The optimization rule is a simple one: If no other instructions have been generated, then a LOADNIL as the first instruction can be optimized away. In the example, although the LOADNIL on line [2] is redundant, it is still generated as there is already an instruction that is not LOADNIL on line [1]. Ideally, one should put all locals that are initialized to nil at the top of the function, before anything else. In the above case, we can rearrange the locals to take advantage of the optimization rule: >local a,b,d,e local c=0 ; 0 upvalues, 0 params, 5 stacks.function local "b" ; 1.local "d" ; 2.local "e" ; 3.local "c" ; 4.const 0 ; 0 [1] loadk 4 0 ; 0 [2] return 0 1 Now, we save one LOADNIL instruction. In other parts of a function, an explicit assignment of nil to a local variable will of course require a LOADNIL instruction. LOADK A Bx R(A) := Kst(Bx) Loads constant number Bx into register R(A). Constants are usually numbers or strings. Each function has its own constant list, or pool. LOADK loads a constant from the constant list into a register or local. Constants are indexed starting from 0. Some instructions, such as arithmetic instructions, can use the constant list without needing a LOADK. Constants are pooled in the list, duplicates are eliminated. The list can hold nils, booleans, numbers or strings. -17-

18 >local a,b,c,d = 3,"foo",3,"foo" ; 0 upvalues, 0 params, 4 stacks.function local "b" ; 1.local "c" ; 2.local "d" ; 3.const 3 ; 0.const "foo" ; 1 [1] loadk 0 0 ; 3 [2] loadk 1 1 ; "foo" [3] loadk 2 0 ; 3 [4] loadk 3 1 ; "foo" [5] return 0 1 The constant 3 and the constant foo are both written twice in the source snippet, but in the constant list, each constant has a single location. The constant list contains the names of global variables as well, since GETGLOBAL and SETGLOBAL makes an implied LOADK operation in order to get the name string of a global variable first before looking it up in the global table. The final constant-loading instruction is LOADBOOL, for setting a boolean value, and it has some additional functionality. LOADBOOL A B C R(A) := (Bool)B; if (C) PC++ Loads a boolean value (true or false) into register R(A). true is usually encoded as an integer 1, false is always 0. If C is non-zero, then the next instruction is skipped (this is used when you have an assignment statement where the expression uses relational operators, e.g. M = K>5.) You can use any non-zero value for the boolean true in field B, but since you cannot use booleans as numbers in Lua, it s best to stick to 1 for true. LOADBOOL is used for loading a boolean value into a register. It s also used where a boolean result is supposed to be generated, because relational test instructions, for example, do not generate boolean results they perform conditional jumps instead. The operand C is used to optionally skip the next instruction (by incrementing PC by 1) in order to support such code. For simple assignments of boolean values, C is always 0. >local a,b = true,false.local "b" ; 1 [1] loadbool ; true [2] loadbool ; false [3] return 0 1 This example is straightforward: Line [1] assigns true to local a (register 0) while line [2] assigns false to local b (register 1). In both cases, field C is 0, so PC is not incremented and the next instruction is not skipped. -18-

19 >local a = 5 > 2.const 5 ; 0.const 2 ; 1 [1] lt ; 2 5, to [3] if false [2] jmp 1 ; to [4] [3] loadbool ; false, to [5] [4] loadbool ; true [5] return 0 1 This is an example of an expression that gives a boolean result and is assigned to a variable. Notice that Lua does not optimize the expression into a true value; Lua 5.1 does not perform compile-time constant evaluation for relational operations, but it can perform simple constant evaluation for arithmetic operations. Since the relational operator LT (which will be covered in greater detail later) does not give a boolean result but performs a conditional jump, LOADBOOL uses its C operand to perform an unconditional jump in line [3] this saves one instruction and makes things a little tidier. The reason for all this is that the instruction set is simply optimized for if...then blocks. Essentially, local a = 5 > 2 is executed in the following way: local a if 2 < 5 then a = true else a = false end In the disassembly listing, when LT tests 2 < 5, it evaluates to true and doesn t perform a conditional jump. Line [2] jumps over the false result path, and in line [4], the local a (register 0) is assigned the boolean true by the instruction LOADBOOL. If 2 and 5 were reversed, line [3] will be followed instead, setting a false, and then the true result path (line [4]) will be skipped, since LOADBOOL has its field C set to non-zero. So the true result path goes like this (additional comments in parentheses): [1] lt ; 2 5, to [3] if false (if 2 < 5) [2] jmp 1 ; to [4] [4] loadbool ; true (a = true) [5] return 0 1 and the false result path (which never executes in this example) goes like this: [1] lt ; 2 5, to [3] if false (if 2 < 5) [3] loadbool ; false, to [5] (a = false) [5] return 0 1 The true result path looks longer, but it isn t, due to the way the virtual machine is implemented. This will be discussed further in the section on relational and logic instructions. -19-

20 7 Upvalues and Globals When the Lua virtual machine needs an upvalue or a global, there are dedicated instructions to load the value into a register. Similarly, when an upvalue or a global needs to be written to, dedicated instructions are used. GETGLOBAL A Bx R(A) := Gbl[Kst(Bx)] Copies the value of the global variable whose name is given in constant number Bx into register R(A). The name constant must be a string. SETGLOBAL A Bx Gbl[Kst(Bx)] := R(A) Copies the value from register R(A) into the global variable whose name is given in constant number Bx. The name constant must be a string. The GETGLOBAL and SETGLOBAL instructions are very straightforward and easy to use. The instructions require that the global variable name be a constant, indexed by instruction field Bx. R(A) is either the source or target register. The names of the global variables used by a function will be part of the constant list of the function. >a = 40; local b = a.local "b" ; 0.const "a" ; 0.const 40 ; 1 [1] loadk 0 1 ; 40 [2] setglobal 0 0 ; a [3] getglobal 0 0 ; a [4] return 0 1 From the example, you can see that b is the name of the local variable while a is the name of the global variable. Line [1] loads the number 40 into register 0 (functioning as a temporary register, since local b hasn t been defined.) Line [2] assigns the value in register 0 to the global variable with name a (constant 0). By line [3], local b is defined and is assigned the value of global a. GETUPVAL A B R(A) := UpValue[B] Copies the value in upvalue number B into register R(A). Each function may have its own upvalue list. This upvalue list is internal to the virtual machine; the list of upvalue name strings in a prototype is not mandatory. The opcode for GETUPVAL has a second purpose it is also used in creating closures, always appearing after the CLOSURE instruction; see CLOSURE for more information. SETUPVAL A B UpValue[B] := R(A) Copies the value from register R(A) into the upvalue number B in the upvalue list for that function. -20-

Moving from CS 61A Scheme to CS 61B Java Introduction Java is an object-oriented language. This document describes some of the differences between object-oriented programming in Scheme (which we hope you

LING115 Lecture Note Session #4 Python (1) 1. Introduction As we have seen in previous sessions, we can use Linux shell commands to do simple text processing. We now know, for example, how to count words.

WEEK ONE Introduction to Python Python is such a simple language to learn that we can throw away the manual and start with an example. Traditionally, the first program to write in any programming language

VISUAL GUIDE to RX Scripting for Roulette Xtreme - System Designer 2.0 UX Software - 2009 TABLE OF CONTENTS INTRODUCTION... ii What is this book about?... iii How to use this book... iii Time to start...

1 The Java Virtual Machine About the Spec Format This document describes the Java virtual machine and the instruction set. In this introduction, each component of the machine is briefly described. This

Adjusted/Modified by Nicole Tobias Chapter 2: Basic Elements of C++ Objectives In this chapter, you will: Become familiar with functions, special symbols, and identifiers in C++ Explore simple data types

Exercise 4 Learning Python language fundamentals Work with numbers Python can be used as a powerful calculator. Practicing math calculations in Python will help you not only perform these tasks, but also

This sub chapter discusses another architecture, that of the JVM (Java Virtual Machine). In general, a VM (Virtual Machine) is a hypothetical machine (implemented in either hardware or software) that directly

Unit- I Introduction to c Language: C is a general-purpose computer programming language developed between 1969 and 1973 by Dennis Ritchie at the Bell Telephone Laboratories for use with the Unix operating

Presentation Layer The presentation layer is concerned with preserving the meaning of information sent across a network. The presentation layer may represent (encode) the data in various ways (e.g., data

Instruction Set Architecture (ISA) * Instruction set architecture of a machine fills the semantic gap between the user and the machine. * ISA serves as the starting point for the design of a new machine

The University of Nottingham School of Computer Science A Level 1 Module, Autumn Semester 2007-2008 Computer Systems Architecture (G51CSA) Time Allowed: TWO Hours Candidates must NOT start writing their

Simulating The Simpletron Computer 50 points 1 Description of The Simpletron In this assignment you will write a program to simulate a fictional computer that we will call the Simpletron. As its name implies

Visual Logic Instructions and Assignments Visual Logic can be installed from the CD that accompanies our textbook. It is a nifty tool for creating program flowcharts, but that is only half of the story.

PIC Programming in Assembly (http://www.mstracey.btinternet.co.uk/index.htm) Tutorial 1 Good Programming Techniques. Before we get to the nitty gritty of programming the PIC, I think now is a good time

Chapter 7 TRANSLATIONAL SEMANTICS The previous chapter provided a definition of the semantics of a programming language in terms of the programming language itself. The primary example was based on a Lisp

CS 110B - Rule Storage Classes Page 18-1 Attributes are distinctive features of a variable. Data type, int or double for example, is an attribute. Storage class is another attribute. There are four storage

The programming language C sws1 1 The programming language C invented by Dennis Ritchie in early 1970s who used it to write the first Hello World program C was used to write UNIX Standardised as K&C (Kernighan

Introduction MICROPROCESSOR AND MICROCOMPUTER BASICS At present there are many types and sizes of computers available. These computers are designed and constructed based on digital and Integrated Circuit

1 2 Introduction to Java Applications 2.2 First Program in Java: Printing a Line of Text 2 Application Executes when you use the java command to launch the Java Virtual Machine (JVM) Sample program Displays

DNA Data and Program Representation Alexandre David 1.2.05 adavid@cs.aau.dk Introduction Very important to understand how data is represented. operations limits precision Digital logic built on 2-valued

PHP Tutorial From beginner to master PHP is a powerful tool for making dynamic and interactive Web pages. PHP is the widely-used, free, and efficient alternative to competitors such as Microsoft's ASP.

Jonathan Worthington Scarborough Linux User Group Introduction What does a Virtual Machine do? Hides away the details of the hardware platform and operating system. Defines a common set of instructions.

University of Pennsylvania Department of Electrical and Systems Engineering ESE171 - Digital Design Laboratory VHDL Test Bench Tutorial Purpose The goal of this tutorial is to demonstrate how to automate

WEEK THREE Python Lists and Loops You ve made it to Week 3, well done! Most programs need to keep track of a list (or collection) of things (e.g. names) at one time or another, and this week we ll show

UIL Computer Science for Dummies by Jake Warren and works from Mr. Fleming 1 2 Foreword First of all, this book isn t really for dummies. I wrote it for myself and other kids who are on the team. Everything

Document Type Definitions A Document Type Definition (DTD) is an optional part of an XML document that defines the document s exact layout and structure. Although not essential, there are several advantages

Chapter 7 The Stack In this chapter we examine what is arguably the most important abstract data type in computer science, the stack. We will see that the stack ADT and its implementation are very simple.

7 Objectives After completing this lab you will: know the exception mechanism in MIPS be able to write a simple exception handler for a MIPS machine Introduction Branches and jumps provide ways to change

TN203 Porting a Program to Dynamic C Introduction Dynamic C has a number of improvements and differences compared to many other C compiler systems. This application note gives instructions and suggestions

Chapter One Introduction to Programming 1-1 Algorithm and Flowchart Algorithm is a step-by-step procedure for calculation. More precisely, algorithm is an effective method expressed as a finite list of

CHAPTER 3 Numbers and Numeral Systems Numbers play an important role in almost all areas of mathematics, not least in calculus. Virtually all calculus books contain a thorough description of the natural,

ASSEMBLY LANGUAGE PROGRAMMING (6800) (R. Horvath, Introduction to Microprocessors, Chapter 6) 1 COMPUTER LANGUAGES In order for a computer to be able to execute a program, the program must first be present

Exam Name MULTIPLE CHOICE. Choose the one alternative that best completes the statement or answers the question. 1) The JDK command to compile a class in the file Test.java is A) java Test.java B) java

PHP Debugging Draft: March 19, 2013 2013 Christopher Vickery Introduction Debugging is the art of locating errors in your code. There are three types of errors to deal with: 1. Syntax errors: When code

Chapter 4 Processing Character Data So far we have considered only numeric processing, i.e. processing of numeric data represented as integer and oating point types. Humans also use computers to manipulate

1 7 JavaScript: Control Statements I 7.1 Introduction 2 The techniques you will learn here are applicable to most high-level languages, including JavaScript 1 7.2 Algorithms 3 Any computable problem can

Appendix E Glossary of Object Oriented Terms abstract class: A class primarily intended to define an instance, but can not be instantiated without additional methods. abstract data type: An abstraction

Java Application Developer Certificate Program Competencies After completing the following units, you will be able to: Basic Programming Logic Explain the steps involved in the program development cycle